Electronic mail-based adventure game and method of operation

ABSTRACT

An electronic adventure gaming system and methods of operation communicate with a player using a plurality of media forms. A character invites the player to participate in an adventure and appears to communicate personally with the player. A puzzle is presented by the character for the character and the player to derive a solution of an alphanumeric answer key. A plurality of messages relate to the clues, and permit the character and the player to determine the clues and ultimately derive the alphanumeric answer key. An input means allows the player to provide the alphanumeric answer key to the server system and records the date and time of the server system receiving the alphanumeric answer key. The input means also associates the received alphanumeric answer key uniquely with the player&#39;s identity information to award the player in the event that the player inputs the alphanumeric answer key by a predetermined time.

RELATED APPLICATIONS

This is a utility patent application based on a provisional patentapplication Ser. No. 60/667,527 filed on Apr. 2, 2005.

FIELD

The disclosed subject matter relates primarily to electronic games andentertainment, and more particularly, to electronic adventure games thatare based on an adventure story and the use of a variety of media forms.The present invention has many versions with the common thread beingthat using electronic mail and other media, the player and a gamecharacter participate together in an exciting adventure to win prizes ofreal value.

DESCRIPTION OF THE RELATED ART

For many years, television has been a principal mode of entertainmentfor literally billions of people across the planet. A particularlyattractive type of television entertainment has been the television gameshow. Of all the television game shows, one of the most popular gameshows ever has the title “Who Wants to Be a Millionaire.” The “Who Wantsto Be a Millionaire” game show offers a maximum cash prize of onemillion dollars for correctly answering successive multiple-choicequestions of increasing difficulty. Based on an original Britishversion, the U.S. “Who Wants to Be a Millionaire” game first aired inthe United States in 1999. The network version became explosivelypopular in 1999, and at its peak was airing in prime time four nights aweek on ABC.

Another popular genre of television programming, the reality televisiongame shows, presents unscripted dramatic or humorous situations,documents actual events, and features “ordinary” people overprofessional actors. Such shows portray participants put in exoticlocations or abnormal situations, sometimes coached to act in certainways by off-screen handlers, and events on screen manipulated throughediting and other post-production techniques. In many reality televisionshows, the viewer and the camera are passive observers following peoplegoing about their daily personal and professional activities. This styleof filming is often referred to as “fly on the wall.”

Some documentary-style programs place cast members, who in most casespreviously did not know each other, in artificial living environments.“The Real World” is the originator of this style. In almost every othersuch show, cast members are given a specific challenge or obstacle toovercome. “Road Rules,” which started in 1995 as a spin-off of “The RealWorld,” started this pattern with the cast traveling across the countryguided by clues and performing tasks. Many other shows in this categoryinvolve historical re-enactment, with cast members forced to live andwork as people of a specific time and place would have.

Although game shows and reality television shows may be popular, none ofthese entertainment forms effectively serve the on-line entertainmentmarket. Moreover, none of these forms of entertainment allow all of theviewers to actually become players or contestants in either the game orthe reality situation.

Furthermore, with all known forms of television or video entertainment,none provides a way for the viewer to play the game or participate inthe reality situation from anywhere in the world he has an Internetconnection and an e-mail account.

Accordingly, there is a need for a television or video entertainmentmedium that allows a viewer to compete against other viewers who allbecome active participants in a game show or in a scripted reality showenvironment.

Still further a need exists for presenting to the player the excitementand entertainment of a television game show or reality televisionepisode, and that allows the player to not only participate in anadventure, but also to actually win significant prizes, such as the cashprizes offered in the “Who Wants to Be a Millionaire” and similar gameshows.

SUMMARY

Techniques here disclosed provide a client-server and electronicmail-based adventure game and method of operation which provides animproved system and process for personal and group entertainment. Thepresent disclosure may, for example, benefit those seeking entertainmentby providing dynamically changing, rich media content and personalizedparticipation in an adventure game, while also providing a genuineopportunity to win significant immediate cash and valuable prizes forsolving the adventure game puzzle.

According to one aspect of the disclosed subject matter, there isprovided an electronic adventure gaming system and methods of operationthat include a server system for hosting an electronic adventure game.The server system associates with a communications network and may beaccessible by a player via the communications network. A websiteassociates with the server system for communicating with a player usinga plurality of media forms. A database system associates with thewebsite and the server system to store and communicate individualidentity information relating to the player. The database system furtherstores and communicates game information relating to the electronicadventure game.

A character associated with the electronic adventure game communicateswith the player and invites the player to participate in an adventure.The character appears to communicate personally and directly with theplayer using the plurality of media forms. A puzzle is presented by thecharacter for the character and the player to cooperate with one anotherin deriving a solution to the puzzle. An alphanumeric answer keyassociates with the puzzle to represent the solution to the puzzle andbecomes the result of the character and the player cooperating with oneanother. A plurality of clues aid the player and character tocooperatively derive the alphanumeric answer key. A plurality ofmessages are deliverable using at least a subset of the plurality ofmedia forms and relates to the clues, thereby permitting the characterand the player to determine the clues and ultimately derive thealphanumeric answer key.

An input means allows the player to provide the alphanumeric answer keyto the server system and records the date and time of the server systemreceiving the alphanumeric answer key. The input means also associatesthe received alphanumeric answer key uniquely with the player's identityinformation. Furthermore, a plurality of rewards are associated with theserver system receiving the alphanumeric answer key by a predeterminedtime such that at least a portion of the plurality of rewards areawarded to the player in the event that the player inputs thealphanumeric answer key by a predetermined time.

These and other aspects of the disclosed subject matter, as well asadditional novel features, will be apparent from the descriptionprovided herein. The intent of this summary is not to be a comprehensivedescription of the claimed subject matter, but rather to provide a shortoverview of some of the subject matter's functionality. Other systems,methods, features and advantages here provided will become apparent toone with skill in the art upon examination of the following FIGUREs anddetailed description. It is intended that all such additional systems,methods, features and advantages that are included within thisdescription, be within the scope of the accompanying claims.

BRIEF DESCRIPTIONS OF THE DRAWINGS

The features, nature, and advantages of the disclosed subject matterwill become more apparent from the detailed description set forth belowwhen taken in conjunction with the drawings in which like referencecharacters identify correspondingly throughout and wherein:

FIG. 1 illustrates a network architecture in which clients access Webservices over the Internet using conventional protocols;

FIG. 2 is a block diagram of a client-server architecture that mayemploy the teachings of the present disclosure;

FIG. 3 depicts an exemplary home page screen for use with one embodimentof the present disclosure;

FIG. 4 illustrates an aspect of the disclosed embodiment for providingthe player rules of the disclosed subject matter;

FIG. 5 illustrates another aspect of the disclosed embodiment forproviding a description of how a player may play the adventure game ofthe disclosed subject matter;

FIG. 6 presents a content-rich display for presenting to the player astreaming video including a character and associated hypertext links foruse of the disclosed subject matter;

FIG. 7 presents an invitation that a player may receive for playing oneembodiment of the disclosed adventure game;

FIG. 8 shows an exemplary communication appearing to be from thecharacter and personally and confidentially to the player;

FIG. 9 presents an exemplary inbox that the disclosed subject mattermakes available to the player;

FIG. 10 provides a clue sequencing sample worksheet for use with thedisclosed subject matter;

FIG. 11 is a flow chart of one process flow provided by the disclosedsubject matter; and

FIG. 12 presents a website architecture diagram for performing thefunctions of the disclosed subject matter.

DETAILED DESCRIPTION OF THE SPECIFIC EMBODIMENTS

The disclosed subject matter of an electronic mail-based adventure gamemay be implemented in an essentially endless number of episodes and avirtually infinite number of settings. For example, some episodes orembodiments may occur in the United States, while others may be ondistant planets, for example. So, the implementation here describedprovides but one of a virtually limitless set of applications to whichthe disclosed subject matter may apply.

With reference to FIG. 1 an exemplary data processing system 10 forpracticing the disclosed subject matter includes a general purposecomputing device in the form of a computer system 20, including one ormore processing units 21, a system memory 22, and a system bus 23 thatcouples various system components including the system memory to theprocessing unit or units 21. The system bus 23 may be any of severaltypes of bus structures including a memory bus or memory controller, aperipheral bus, and a local bus using any of a variety of busarchitectures.

The system memory includes read only memory (ROM) 24 and random accessmemory (RAM) 25. A basic input/output system 26 (BIOS), containing thebasic routines that help to transfer information between elements withinthe computer 20, such as during start-up, is stored in ROM 24. Thecomputer 20 further includes a hard disk drive 27 for reading from andwriting to a hard disk, not shown, a magnetic disk drive 28 for readingfrom or writing to a removable magnetic disk 29, and an optical diskdrive 30 for reading from or writing to a removable optical disk 31 suchas a CD ROM or other optical media. The hard disk drive 27, magneticdisk drive 28, and optical disk drive 30 are connected to the system bus23 by a hard disk drive interface 32, a magnetic disk drive interface33, and an optical drive interface 34, respectively. The drives andtheir associated computer-readable media provide nonvolatile storage ofcomputer readable instructions, data structures, program modules andother data for the computer 20.

Although the exemplary environment described herein employs a hard disk,a removable magnetic disk 29 and a removable optical disk 31, it shouldbe appreciated by those skilled in the art that other types of computerreadable media which can store data that is accessible by a computer,such as magnetic cassettes, flash memory cards, digital video disks,Bernoulli cartridges, random access memories (RAMs), read only memories(ROM), and the like, may also be used in the exemplary operatingenvironment.

A number of program modules may be stored on the hard disk, magneticdisk 29, optical disk 31, ROM 24 or RAM 25, including an operatingsystem 35 wherein each of the multiple processors 21 of the computersystem executes one or more program threads, one or more applicationprograms 36, other program modules 37, and program data 38. A user mayenter commands and information into the computer system 20 through inputdevices such as a keyboard 40 and pointing device 42. Other inputdevices (not shown) may include a microphone, joystick, game pad,satellite dish, scanner, or the like. These and other input devices areoften connected to the processing unit 21 through a serial portinterface 46 that is coupled to the system bus, but may be connected byother interfaces, such as a parallel port, game port or a universalserial bus (USB).

A monitor 47 or other type of display device is also connected to thesystem bus 23 via an interface, such as a video adapter 48. In additionto the monitor, personal computers typically include other peripheraloutput devices (not shown), such as speakers and printers. The computer20 may operate in a networked environment using logical connections toone or more remote computers, such as a remote computer 49 that alsoincludes a plurality of processors. The remote computer 49 may beanother personal computer, a server, a router, a network PC, a peerdevice or other common network node, and typically includes many or allof the elements described above relative to the computer system 20,although only a memory storage device 50 has been illustrated in FIG. 1.The logical connections depicted in FIG. 1 include a local area network(LAN) 51 and a wide area network (WAN) 52. Such networking environmentsare commonplace in offices, enterprise-wide computer networks, intranetsand the Internet.

When used in a LAN networking environment, the computer 20 is connectedto the local network 51 through a network interface or adapter 53. Whenused in a WAN networking environment, the computer 20 typically includesa modem 54 or other means for establishing communications over the widearea network 52, such as the Internet. The modem 54, which may beinternal or external, is connected to the system bus 23 via the serialport interface 46. In a networked environment, program modules depictedrelative to the computer 20, or portions thereof, may be stored in theremote memory storage device of the remote computer 49. It will beappreciated that the network connections shown are exemplary and othermeans of establishing a communications link between the computers may beused.

FIG. 2 illustrates a representative computer configuration 60 forcommunicating information through a local area network 62 such as thelocal area network 51 or the wide area network 52 shown in FIG. 1 andamong a plurality of client computers 64, 66, 68, 70 coupled to anetwork 102. Data from a database server 72 is made available to theclients 64, 66, 68, 70 by a server computer 74. This data iscommunicated from the server computer 74 to one or more of the clientcomputers 64, 66, 68, 70 in response to a request by such clientcomputer 64, 66, 68, 70 for the data. At periodic intervals the data onthe database stored on the database server 72 is updated. After such anupdate of the data within the database, the server computer 74 presentsupdated information in response to a client request for data.

One means of updating the data within the database 72 is for one of theclients 64, 66, 68, 70 to provide data to the server computer 74 whichin turn makes that data part of the database by means of databasemanagement software executing on the database server 72. The client 64,66, 68, 70 that has updated the data in the database 72 communicates thefact that the data on the server has been updated to other clients 64,66, 68, 70. A client to client message from the client computer 64, 66,68, 70 that updated the data is sent to other client computers on thenetwork 62. In response to receipt of such a client to client messagethe clients can then request the updated information from the servercomputer 74.

A typical application of the subject matter is a use wherein thedatabase server 72 of FIG. 2 is one or more computers, the server 74defines a node on the Internet, and the clients 64, 66, 68, 70 areconnected to the server 74 by means of the Internet. Such a systememploys the HTTP protocol to implement client/server communications.This protocol, in combination with active server page scripts and ODBCtechnology provides widely distributed clients 64, 66, 68, 70 access toa central scalable database of information. Without more, however, sucha system does not provide change notification to the clients 64, 66, 68,70 concerning changes to the database and therefore prior art clientpolling of the server is required for the clients to have access toupdated data.

Use of a separate, multi-client, real-time update protocol allows theclients 64, 66, 68, 70 to notify the other clients when they make achange to the database stored on the database server 72. The IRCprotocol (Internet Relay Chat) which was originally designed for textchat, is the preferred means of messaging the other clients 64, 66, 68,70. When a client makes a change to the database, the client firstupdates the database. Synchronization facilities in the databasemanagement software running on the database server 72 ensure orderlyupdating of the information in the database.

Using computer hardware, software, and networking facilities, such asthose described in FIGS. 1 and 2, the presently disclosed adventure gameshow involves a player seeking and solving clues for a rich reward. Ineach weekly episode, the player is introduced to a new stranger who isseeking help to hunt for treasures and fortunes. The player is given the“story” (the story is the scenario for the week's game) and invited tojoin the stranger on the adventure, and if successful, substantiallyshare in the treasure. For example, the stranger may need to solve 10hidden clues to come up with the combination to a safe which has$1,000,000 cash locked in it. The stranger hunts for the clues, and asthey are found, the player tries to solve them. If the player helps thestranger solve the puzzle to the combination before any other player,they collect $250,000 of the cash.

Adventure game may be delivered on a web based innovative technicalplatform which contains media elements such as video, photography,computer generated graphics, animation, voice and text data. Theseelements are dynamically combined to give the individual user apersonalized media rich game experience. The platform may be used todevelop a higher degree of involvement for the player and the feeling ofbeing “inside the game”. Instead of being spectators, the viewers becomeplayers.

The game may be mass-market and enjoyed at all ages. It may be offeredto a worldwide market, covering all races, gender and economic strata.The requirements of one embodiment are that players must (a) be 18 yearsold; (b) have a valid government issued ID; (c) have an access to anInternet connection; and (b) be a US citizens. The game may be based onproven fundamentals. Shows and movies based on adventure and suspensehave always been popular. Games based on clues and puzzles have alsobeen popular over the ages; for example, there are an estimated 50million regular crossword puzzle players in the US alone. The adventuregame's clues are clever and fun and begin easy, getting progressivelymore difficult from beginning to end. The game is very stylish. Theincentive to play is well vested in the price/value relationship of theentertainment opportunity and in addition the large competition andsubstantial prizes make it especially compelling.

The disclosed method and system is the first game to offer a competitionin which players become active participants by working with a story'smain character. The objective of the game is to solve puzzles over aone-week period. The player is given a set of clues the first day of thegame and is e-mailed five more clues over the next five days. The firstplayer to solve the puzzle wins first prize. Other players who solve thepuzzle win additional prizes.

The puzzles are part of an adventure story in which the stranger isseeking to redeem a large sum of money (i.e., an “Indiana Jones” typestranger). In order to win the game, the player must unravel clues tocome up with a numerical answer key. If the player helps the strangerget to the money first, then they share the loot. For example, if thestranger finds $1,000,000 in the safe deposit box, the stranger willdivide $250,000 with players who solved the puzzle and will award$125,000 to the player who got the answer first!

As used herein, the term “alphanumeric” includes, but is not limited toany of the printable characters, A to Z, a to z, 0 to 9, and punctuationmarks such as spaces, quotes, exclamation marks, and so on. Analphanumeric variable of four characters could hold any of the values“ABCD”, “12XY”, “1234”, or “(**)” because these are all printablecharacters and are capable of communication and storage in electronicdevices and systems. Moreover, the term alphanumerics includesintelligible words, partial words, combined words, or word/number/symbolsets, including proper name, business names, trademarks, logos, andsurnames understandable or repeatable in any written or oral language,which may be stored or transmitted in an electronic medium orcommunications system.

The stranger communicates with the viewers through digital media, Websites, e-mail message, photos and video. The episodes are written as aseries of e-mail message communications with supporting media todocument the stranger's journey. E-mail messages are sent directly tothe players, but can also be viewed on the Web Site. Communications arebrief but frequent; up to three short e-mail messages a day. Thesee-mail messages are intended to be fun and exciting. Players interactwith the stranger character and receive responses and acknowledgments totheir communications. The communications are personalized by theplayer's name and other player profile characteristics.

As used herein, the stranger character may be unique to each episode orembodiment of the disclosed electronic gaming system or a consistentcharacter across many episodes or embodiments. Moreover, the strangercharacter may be a well-known persona, such as “Carmen San Diego,” “BillNye The Science Guy,” “James Bond 007” or another stranger character,which character is yet a stranger to the player. Moreover, the strangercharacter may be associated with one or more physical features of thepuzzle. For example, the stranger character may be the President of aSwiss Bank holding various anonymous deposit accounts who introduces theplayer to the interesting people he has come to know. Clearly, a widevariety of stranger characters and different personas may be presentedto the player through the use of the disclosed electronic gaming system.

Each adventure game episode starts at noon on Sunday and ends at noon onSaturday. Each episode in a number of embodiments may be a new story inwhich the players take part in a competition for a large cash prize. Thedisclosed method and system is a new game for the on-line entertainmentmarket. Players can play anywhere in the world with an Internetconnection, payment method and an e-mail account.

The disclosed method and system offers a competition in which playersbecome active participants by working with a story's main character. Theobjective of the game is to solve clues over a one-week period. Theplayer is given a set of clues the first day of the game and is emailedmany more clues over the next five days. The first player to solve thepuzzle wins first prize. Other players who solve the puzzle winadditional prizes.

The puzzles are part of an adventure story in which the stranger isseeking to redeem a large sum of money (Le. an Indiana Jones type). Inorder to win the game, the player must unravel clues to come up with aanswer key. If the player helps the stranger get to the money first,then they share the treasure For example, if the stranger finds$1,000,000 in the safe deposit box the stranger will divide $250,000with players who solved the puzzle and will award $125,000 to the playerwho got the answer first!

The stranger communicates with the viewers through digital animationmedia, Web sites, e-mail message, photos and live action video. Theepisodes are written as a series of e-mail communications withsupporting media to document the stranger's journey. E-mail messages aresent directly to the players, but can also be viewed on the Web Site.Communications are brief but frequent; up to four short e-mail messagesa day. These e-mail messages are intended to be interesting andexciting. Players interact with the character and receive responses andacknowledgments to their communications. Many of the communications arepersonalized by the player's name and other player profilecharacteristics.

Each adventure game episode starts at noon on Sunday and ends at noon onSaturday. Each episode is a new story in which the players take part ina competition for a large cash prize. Highlights of the game includethat a new stranger's story is introduced each week. The player partnerswith the stranger to seek a large cash fortune by solving clues. Thestranger travels to unearth clues while the player solves the puzzles.The stranger and player communicate primarily through e-mail message andWeb sites. The player that solves the puzzle first shares the fortunewith the stranger.

Each episode of the adventure game is a seven-day game. On day one, theplayer is given several answer key clues. On day two through six, theplayer is given additional clues each day. On day seven, the game endsand a winner is announced.

FIG. 3 depicts an exemplary home page screen 100 for use with oneembodiment of the present disclosure. In home page screen view 100appear links to many aspects of the adventure game of the presentdisclosure, including the primary hyperlinks of “Welcome” link 102,“Meet Helen” link 104, and “Invitation” link 106. At “Welcome” link 102appears a brief description of the adventure game, together with “Watch”link 108. “Watch” link 108 provides a link to http server 74, forexample, from which a streaming video feed may be provided to theplayer. The player may, during such streaming video feed receivetestimonials and other information regarding the disclosed adventuregame. It is at “Welcome” link 102 that the player may first receiveinformation regarding the storyline and puzzle that is to be solved andthe amount of real cash prizes that are available for winning in theevent that the player solves the puzzle.

At “Meet Helen” link 104, a player receives information regarding thecharacter, a Ms. Helen Beaumont, who explains her story and invites theplayer participate in her adventure to recover the prize money. “Watch”link 110, when activated, takes the player to streaming video screen 114of FIG. 6, below, wherein Ms. Beaumont describes her story. “Invitation”link 106 informs the player of the invitation to play the adventuregame. Upon clicking “Read” hyperlink 112, the player sees the invitationscreen 116 of FIG. 7.

Home page 100 also presents to the player a set of secondary hyperlinksfor further explaining and providing content relating to the adventuregame. For example, home page 100 includes “Home” hyperlink 118 foralways routing the player back to home page 100; “Rules” hyperlink 120for access to Rules screen 122 of FIG. 3, “How to play” hyperlink 124for access to “How to play” screen 126, and “About” hyperlink 128 foraccess to an “About” screen (not shown), which may provide informationregarding the game provider, here the assignee of the presentdisclosure, Riddle Productions. At the bottom of home page 100 alsoappear the secondary hyperlinks of “Contact” hyperlink 130 and “F.A.Q.”hyperlink 132. “Contact” hyperlink 130 accesses a page for contactingthe game provider, while “F.A.Q.” hyperlink 132 accesses a web pageproviding a listing of frequently asked questions and associated answersthat relate to the adventure game.

Still further, home page 100 provides to the player secondary hyperlinksthat may be of many different types. For example, “Sign up” hyperlink134 accesses a sign up link that takes the player to a template forproviding necessary personal information in a secure format so that theplayer may participate in the game. Beyond “About” hyperlink 128, asdiscussed, the disclosed embodiment provides a link 136 entitled “tolearn more about Riddle Productions click here,” which may provide moredetailed information relating to the host game provider.

Another aspect of home page 100 is providing to the player anyparticular information resources or tools that may be helpful to playingthe adventure game. For example, home page 100 may provide “clue cheatsheet” hyperlink 137 which connects to a document such as “ClueSequencing Sample Worksheet” 138 of FIG. 10 for assisting the player indetermining the necessary clues for solving the adventure game puzzle.

In addition to tools and information resources for use by the player,home page 100 may also provide one of several platforms for commercialmessages, advertisements, or other functions capable of increasing notonly the utility, but also the value of the disclosed adventure game tothe player. For example, hyperlink 140 may provide a link to anadvertiser who associates with the adventure game, here “HKS Bank.”Hyperlink 142, in contrast, provides a link to Emmy Judges or otherthird parties, who may want to know more about the game for assessingthe potential for the website to receive an Emmy Award or other thirdparty functions. Clearly, a wide variety of features and functions areenabled by home page 100 of the present disclosure.

FIGS. 4 and 5, as discussed, illustrate aspects of the disclosedembodiment for providing the player rules and playing instructions,respectively. These instructions may augment the instructions providedby the character, here Ms. Helen Beaumont, for explaining all relevanttechnical details that the player needs to play the adventure game. InFIG. 4, Official Rules are presented in scroll down subscreen 144. Bymoving scroll bar 146 upward or downward, subscreen 144 moves to displaythe complete set of Official Rules for playing the present adventuregame. Likewise, in FIG. 5, subscreen 148 provides a complete set of “Howto Play” instructions, which with Official Rules 144, are useful forteaching the player all necessary aspects of starting and continuing toplay the disclosed adventure game. Also, scroll bar 146 permits movementof subscreen 148 as the player desires in reading the “How to Play”instructions. Such instructions as have herein been described may beprovided to the player. Also note that in both Official Rules screen 122and How to Play screen 126, all previously discussed secondaryhyperlinks appear. This permits complete navigation through thedisclosed adventure game as the player desires.

FIG. 6 presents a content-rich “Meet Helen” display 114 for presentingto the player a streaming video including a character and associatedhypertext links for use of the disclosed subject matter. Meet Helendisplay 114 includes streaming video screen 150, which through the useof controls 152, a player may play a video of Ms. Helen Beaumont, whointroduces herself and explains different aspects of the adventure game.As with home page 100, Meet Helen screen 114 includes a robust set ofhyperlinks for connecting the player to different functions on the hostserver 74 that relate to the disclosed adventure game. For example, the“Home” hyperlink 154 and “Sign Up” hyperlink 156, appearing as Post-ItNotes® provide access, respectively, to home page 100 and a sign uptemplate allowing a player to submit needed registration information.Also, the color snap-shots 158, pieces of paper 160, and other contentappearing on bulletin board 162 may be any of a number of hyperlinks fora variety of relevant functional and, in some cases, commercial messagesor advertising.

FIG. 7 presents an invitation that a player may receive for playing oneembodiment of the disclosed adventure game. As stated above in thedescription of FIG. 3, invitation hyperlink 106 allows access to aninvitation to the play to play the game. As such, upon clicking “Read”hyperlink 112 of FIG. 12, access goes to invitation screen 116.Invitation screen 116 provides to the player what appears to be ahand-written invitation to participate in the adventure game. In fact,in one embodiment, the screen presents to the play a pen activelywriting out the invitation 164 as the player views invitation screen116. Invitation 164, announces to the player the amount of cash moneythe player may when by successfully competing, here $25,000, and statesthe beginning and ending dates-Sunday, Feb. 19, 2006 through Saturday,Feb. 26, 2006. By clicking “Learn more” hyperlink 166, the player maylearn more about the game through access to “Official Rules” screen 122and “How to Play” screen 126.

FIG. 8 shows an exemplary communication appearing to be from thecharacter and personally and confidentially to the player. Once a playersigns up and begins the adventure game, as discussed, the player beginsto receive a set of e-mail messages. The e-mail messages permit securelinks to host server 74, whereby the play may access rich media contentmessages. The rich media content messages may take the form appearing inmessage screen 170 of FIG. 8. As depicted in FIG. 8, message screen 170includes text message 171 that appears to hand-written, as well asvarious images 172, 174, and 176. Each of images 172, 174, and 176connect the player, through server 74 to rich media content that isrelevant to one or more aspects of the adventure games. Such rich mediacontent may be information concerning clues or background on thecharacter, e.g., Ms. Helen Beaumont, or other information of use orinterest to the player.

In addition to rich media relevant to the adventure game, message screen170 also provides “Players inbox” hyperlink 178 and “Home” hyperlink180. FIG. 9 describes the Players inbox that is accessible via “Playersinbox” hyperlink 178. “Home” hyperlink 180 returns the player to homepage 100. Also, message screen 170 displays at display areas 182, 184,186, and 188 messages and/or advertising content that may be of interestor benefit to the user, with each display area also including hyperlinksto the relevant websites or content relating to the particular display.

At Players inbox screen 190 of FIG. 9 appears Inbox listing 192 of allmessages sent previously to the player. Inbox listing 192 provides thesubject of the messages, as well as the date and time of the messagebeing sent to the player. The subject line 194 of each message appearsas a hyperlink for taking the player to a message such as message 171 ofmessage screen 170 (FIG. 8). Again, Players inbox screen 190 includesrich media hyperlinks for accessing different aspects of the disclosedsubject matter.

FIG. 10 shows Clue Sequencing Sample Worksheet 138 for use with thedisclosed subject matter. Worksheet 138 provides a way for tabulatingthe clues provided in the adventure game and analyzing their relevanceand contribution to solving the presented puzzle. The clues may bestated in clues listing 200 with the resulting number from the clueappearing in answer listing 202. Sequence listing 204 provides a way ofarranging the determined clues. In Number Pairs area 206 are boxes 208,which provide for the association of determined numbers according tofurther clues presented in the adventure game. Then, based on thesequencing of the particular pairs of numbers, Final Answer area 210provides for the listing of the sequence of numbers that constitute thedesired answer key solution to the puzzle.

Worksheet 138 also includes a Treasure Chest Clues section fordisplaying a set of clues relating to a particular treasure chest aspectof the adventure game. Similar to the display above, the treasure chestaspect of the disclosed subject matter generates clues that can bedisplayed in listing 212 and answers for display in listing 214 that maybe analyzed using the format of the Treasure Chest Clues portion ofworksheet 138. Finally, a notes section 216 provides for various notesthat may of use for the treasure chest part of the adventure game.

FIG. 11 is a flow chart 220 of one process flow provided by thedisclosed adventure game and related subject matter. Flow chart 220begins at introduction step 222 where a player at a client 64, 66, 68,70 (FIG. 2) may access home page 100, for example, at server 74. Fromhome page 100, process flow continues to query 224, which tests whetherthe player is registered with the host, e.g., Riddle Productions, Inc.If so, process flow continues to step 226, where player login may occur.If not, then process flow continues from query 224 to query 228 fortesting whether the player agrees with the rules and indicates anunderstanding of how the game works. If the player fails query 228, thenprocess flow goes to step 230, where he is disqualified and process flowceases. On the other hand, if the result of query 228 is positive, thenprocess flow goes to input step 232, at which point the player may inputsignup information. Then, process flow continues to query 234 fortesting whether the information is correct and verified. If this queryis negative, then process flow returns to input step 232, whereupon theplayer may input correct and verifiable information. Otherwise, becausethe information is correct and verified, process flow continues to datatransmitted step 236 and then onward to login step 226.

Note that in the event of process flow continuing from query 224 tologin step 224 an entry into database 238 occurs. Likewise, in the eventof process flow from query 234 to data transmitted step 236 dataconcerning a purchase transaction associated with player registrationgoes to entry purchase step 240 and on to database 238.

From login step 226, process flow continues to valid login query 242. Inthe event of a valid login, process flow continues to player's inbox244. Otherwise, process flow returns to login step 226. At player'sinbox query 244, the process flow tests whether the player activatesfunctions at player inbox screen 190 (FIG. 9), such as the reading ofe-mail messages, at step 246. From player's inbox query 244, processflow may proceed to input step 248, at which point the player's profilemay be edited. Thereafter, the player may logout to proceed to end step250 for terminating process flow.

Once the player has determined a possible answer to the puzzle of theadventure game, access through a client 64, 66, 68, 70 (FIG. 2) mayoccur at step 252 using, for example, a web interface. At such a webinterface process flow determines at query 254 whether the user isregistered and has purchased an entry into the present adventure game.Information necessary for this determination may be derived fromdatabase 238 at this point. If the user is not registered or does nothave enough entries left, process flow returns to interface step 252.Otherwise, process flow continues to query 256 at which a test ofwhether the user has enough entries left to provide the necessary puzzleanswer. If so, then process flow continues to input step 258 allowingthe player to enter an answer. Following answer input step 258, processflow continues to data processing step 260, whereupon data is recordedand confirmation e-mail messages are sent to server 74. Step 262, inresponse to data processing step 260 activates an e-mail message motorfor daily personalized e-mail messages, using information held indatabase 238. In the event that the player provides the correct answerkey, then that data is recorded and an e-mail message notifying theplayer of his winning is sent using the e-mail message motor for thepersonalized e-mail messages.

FIG. 12 presents a website architecture diagram 270 for performing thefunctions of the disclosed subject matter. The architecture of thewebsite for the disclosed may begin with an introduction page 272, suchas appears in FIG. 3, above. Introduction page 272 connects to main page274. From main page 274, access to The disclosed method and system page276, Learn page 278, and About Riddle Productions page 280 is permitted.The disclosed method and system page 276 provides information concerningthe disclosed method and system game and other information specificallyrelating to the disclosed method and system products and services. Learnpage 278 provides instructions, such “How to Play” instructions of FIG.5. From Learn page 278, access is permitted to Sample game page 282,Sample page 284, and Play Now page 286. Sample game page 282 permitsaccess to Rules page 288, About page 290, and F.A.Q. page 292.

Play now page 286 permits a player to initiate the process flow of FIG.11, using Sign Up page 294. Upon sign up, Your Account page 296 providesaccess to database 238 (FIG. 11) for communicating information relatingto the player. Inbox page 298, accessible through Your Account page 296presents to the play a Player Inbox 192 (FIG. 9). From inbox page 298,the disclosed adventure game provides access to e-mail, video,animation, photography and other rich media content located on server 74(FIG. 2). Also accessible from Your Account page 296 are New Game page302, Daily Communication page 304, and Enter Your Answer page 306. NewGame page 302 permits a player to begin a new adventure game as hereindescribed. Daily Communication page 302 establishes the dailycommunication with the player as the game proceeds. At Enter You Answerpage 306, the player may provide either partial or complete answers tothe adventure game puzzle in order to receive the respective prizes.

Also from Play Now page 286, access to Contact page 306 is possible.Contact page 306 permits contact to the host server where Winners page308 and Payout page 310 are accessible. Winners page 308 providesinformation relating to game winners. Payout page 310, likewise, mayprovide information regarding current and payout amounts and recipientsof such amounts.

In operation and assembly, the disclosed adventure games may be producedin a series of episodes. Each episode is a one week long adventure storywhich is wrapped around a set of clues, which if solved, allows theviewer to redeem a large cash prize. The episode is produced through aseries of communication vehicles including email, video, website andgraphics and voice and music. Each vehicle is used to deliver andreinforce the story, clues and overall puzzle. Each is brief inpresentation and succinct in message.

Production values are meant to portray a do-it-yourself style througheach of the vehicles. Emails are very informal and personal, video isshot and edited with the intention to look like low budget home stylevideo, but with a feel and sound of a theatrical experience. The feel ismeant to be high style with a little edginess and graininess giving thecharacters the aura of being “real people on the fly”.

Each story starts with a script. The script is written as a series ofemail communications which represents a new form of story/game delivery.In the story, a main character, “the stranger” is introduced to theplayers on Sunday. The stranger presents their dilemma to the player andinvites the player to help solve the puzzle and claim the fortune. Thestranger travels to mysterious locations while the players assist fromhome and office. The stranger communicates daily with the players anddocuments his travels with pictures, videos and emails. As the strangerfinds the clues in each location, he/she emails them back to theplayers; then the stranger is off to hunt for the next clue. The gameculminates on Friday evening when the final clue is presented and thegame officially ends at noon on Saturday.

The answers to the clues are all one and two digit numbers. There areusually about 21 main clues and 15 hints. Half of the clues are given upfront and half are provided over the week of the game. The first 10clues are single digit numbers and they make up the first six digits ofthe answer key, but they are not in the correct order. The last 11 cluesare 2 digit numbers and three of the four clues pair the single digitnumbers provided in the first set of clues. The players need to figureout the clues (numbers) and then figure out the order of the clues toget the answer key.

The present disclosure includes a plurality of risk and rewardrelationships which allow acceleration or deceleration of the pressureon players to enter and compete for the awards presented in the game.The tools are based on mathematical algorithms and odds systems whichenable us to gate the players' progress and “level the playing field” sothat most players have a reasonable chance to compete effectively in thegame. The intent is to make the game not just for the “brainiac”, butfor most everyone.

Adventure game involves the development of the main character. Each weekit is a different character and the objective of this character is to becharming and engaging. The players should look forward to his nextcommunication and enjoy his personality.

The web site is graphically attractive, but our main objective is tomake it a simple layout that is intuitive to navigate and easy tounderstand and follow. The web site is integrated into several databasestructures which support marketing, player management, customer support,game presentation, registration, authentication and security.

Video and photography elements add significant character and support tothe story. Our overall production style is a reality TV flavor; alwayson the move, always in style. Moreover, the disclosed subject matterincludes a “Blair Witch Project” style mystery that may be seasoned witha touch of occasional humor, scandal, adventure and all combined, arecipe for tasteful fun and exciting visuals.

Other elements such as voice over, graphics, animation, Photoshop®rendering, web objects, and database programs are all elements developedfor each episode. These elements combine to present a pleasing andcommunication rich experience for the players. Security is consideredthe most important issue in production. Everyone on the development sideof the game signs a non-disclosure contract which provides severepenalties if breached. Staff members involved in the code development iskept to an absolute minimum. Every winner will be reviewed forrelationships and every game will be reviewed by an outside auditor.

The disclosed subject matter also includes procedures to ensure andreinforce the confidentiality of the game's answer. Outside securityexpertise will be retained to recommend best practice procedures togovern our game and its integrity.

The adventure game features and functions described herein can beimplemented in various manners. For instance, certain variations to thedisclosed subject as may appear on the Internet websitewww.strangeradventures demo.com or www.strangeradventures.com website asof the filing date hereof the filing, are within the scope of theclaimed subject matter. For example, not only may one server 74 supportthe game, an entire bank of servers and related components may supportthe adventure game, depending on equipment capabilities and intensitiesof playing levels, to perform the above-described operations, but alsothe present embodiments may be implemented in an application specificintegrated circuit (ASIC), a microcontroller, a microprocessor, or otherelectronic circuits designed to perform the functions described herein.The foregoing description of the preferred embodiments, therefore, isprovided to enable any person skilled in the art to make or use theclaimed subject matter. Various modifications to these embodiments willbe readily apparent to those skilled in the art, and the genericprinciples defined herein may be applied to other embodiments withoutthe use of the innovative faculty. Thus, the claimed subject matter isnot intended to be limited to the embodiments shown herein but is to beaccorded the widest scope consistent with the principles and novelfeatures disclosed herein.

1. An electronic adventure gaming system, comprising: a server systemfor hosting an electronic adventure game, said server system associatedwith a communications network and accessible by a player via saidcommunications network; a website associated with said server system forcommunicating with a player using a plurality of media forms; anapplications system associated with the electronic adventure gamingsystem; a database system associated with said website, applications,and said server system for communicating and storing individual identityinformation relating to the player and game information relating to saidelectronic adventure game; a character associated with said electronicadventure game for communicating with the player and inviting the playerto participate in an adventure, said character appearing to communicatepersonally and directly with the player using said plurality of mediaforms; a puzzle presented by the character for the character and theplayer to cooperate with one another to derive a solution to saidpuzzle; an alphanumeric answer key associated with said puzzlerepresenting the solution for said puzzle and the result of saidcharacter and the player cooperating with one another; a plurality ofclues for deriving said alphanumeric answer key; a plurality of messagesdeliverable using at least a subset of said plurality of media forms andrelating to said clues for permitting said character and the player todetermine said clues and, thereby, derive said alphanumeric answer key;input means for the player to provide said alphanumeric answer key tosaid server system, said input mean recording the date and time of saidserver system receiving said alphanumeric answer key and associatingsaid received alphanumeric answer key uniquely with the player'sidentity information; a plurality of rewards associated with the serversystem receiving said alphanumeric answer key by a predetermined time,at least a portion of said plurality of rewards for awarding to theplayer in the event of that the player inputs the alphanumeric answerkey by said predetermined time.
 2. The system of claim 1, wherein saidapplications system comprises at least one software applicationsupporting a game broadcast management system.
 3. The system of claim 1,wherein said applications system comprises at least one softwareapplication supporting player registration and authentication system. 4.The system of claim 1, wherein said applications system comprises atleast one software application supporting an email system.
 5. The systemof claim 1, wherein said applications system comprises at least onesoftware application supporting an advertising system.
 6. The system ofclaim 1, wherein said applications system comprises at least onesoftware application supporting an advertising system.
 7. The system ofclaim 1, wherein said applications system comprises at least onesoftware application supporting a puzzling system.
 8. The system ofclaim 1, wherein said applications system comprises at least onesoftware application supporting a website system.
 9. The system of claim1, wherein said applications system comprises at least one softwareapplication supporting a contest management system.
 10. The system ofclaim 1, wherein said applications system comprises at least onesoftware application supporting a payment management system, a playertracking system.
 11. The system of claim 1, wherein said applicationssystem comprises at least one software application supporting a paymentmanagement system, a player tracking system.
 12. An electronic adventuregaming system, comprising: hosting an electronic adventure gaming systemusing a server system, said server system associated with acommunications network and accessible by a player via saidcommunications network; communicating with a player using a plurality ofmedia forms using a website associated with said server system;operating an applications system in association with said server systemand said electronic adventure gaming system; associating a database withsaid website, said applications system, and said server system forcommunicating and storing individual identity information relating tothe player and game information relating to said electronic adventuregaming system; associating a character with said electronic adventuregame for communicating with the player and inviting the player toparticipate in an adventure, said character appearing to communicatepersonally and directly with the player using said plurality of mediaforms; presenting a puzzle using said character for the character andthe player to cooperate with one another to derive a solution to saidpuzzle; associating an alphanumeric answer key with said puzzlerepresenting the solution for said puzzle and the result of saidcharacter and the player cooperating with one another; deriving saidalphanumeric answer key a plurality of clues; delivering a plurality ofmessages to said player using at least a subset of said plurality ofmedia forms and relating to said clues for permitting said character andthe player to determine said clues and, thereby, derive saidalphanumeric answer key; providing said alphanumeric answer key to saidserver system, said input mean recording the date and time of saidserver system receiving said alphanumeric answer key and associatingsaid received alphanumeric answer key uniquely with the player'sidentity information; associating a plurality of rewards with the serversystem receiving said alphanumeric answer key by a predetermined time,at least a portion of said plurality of rewards for awarding to theplayer in the event of that the player inputs the alphanumeric answerkey by said predetermined time.
 13. The method of claim 12, wherein saidapplications system operating step further comprises the step ofoperating at least one software application supporting a game broadcastmanagement system.
 14. The method of claim 12, wherein said applicationssystem operating step further comprises the step of operating at leastone software application supporting player registration andauthentication system.
 15. The method of claim 12, wherein saidapplications system operating step further comprises the step ofoperating at least one software application supporting an email system.16. The method of claim 12, wherein said applications system operatingstep further comprises the step of operating at least one softwareapplication supporting an advertising system.
 17. The method of claim12, wherein s said applications system operating step further comprisesthe step of operating at least one software application supporting anadvertising system.
 18. The method of claim 12, wherein saidapplications system operating step further comprises the step ofoperating at least one software application supporting a puzzlingsystem.
 19. The method of claim 12, wherein said applications systemoperating step further comprises the step of operating at least onesoftware application supporting a website system.
 20. The method ofclaim 12, wherein said applications system operating step furthercomprises the step of operating at least one software applicationsupporting a contest management system.
 21. The method of claim 12,wherein said applications system operating step further comprises thestep of operating at least one software application supporting a paymentmanagement system, a player tracking system.
 22. The method of claim 12,wherein said applications system operating step further comprises thestep of operating at least one software application supporting a paymentmanagement system, a player tracking system.
 23. An electronic adventuregaming network, comprising a plurality of client computers and at leastone server system: at least one server system for hosting an electronicadventure game, said server system associated with a communicationsnetwork and accessible by a player via said communications network; awebsite associated with said server system for communicating with aplayer using a plurality of media forms; an applications systemassociated with the electronic adventure gaming system; a databasesystem associated with said website, applications, and said serversystem for communicating and storing individual identity informationrelating to the player and game information relating to said electronicadventure game; a character associated with said electronic adventuregame for communicating with the player and inviting the player toparticipate in an adventure, said character appearing to communicatepersonally and directly with the player using said plurality of mediaforms; a puzzle presented by the character for the character and theplayer to cooperate with one another to derive a solution to saidpuzzle; an alphanumeric answer key associated with said puzzlerepresenting the solution for said puzzle and the result of saidcharacter and the player cooperating with one another; a plurality ofclues for deriving said alphanumeric answer key; a plurality of messagesdeliverable to at least a subset of said plurality of client computersystems using at least a subset of said plurality of media forms andrelating to said clues for permitting said character and the player todetermine said clues and, thereby, derive said alphanumeric answer key;input means associated with at least a subset of said plurality ofclient computers for the player to provide said alphanumeric answer keyto said server system, said input mean recording the date and time ofsaid server system receiving said alphanumeric answer key andassociating said received alphanumeric answer key uniquely with theplayer's identity information; a plurality of rewards associated withthe server system receiving said alphanumeric answer key by apredetermined time, at least a portion of said plurality of rewards forawarding to the player in the event of that the player inputs thealphanumeric answer key by said predetermined time.
 24. The electronicadventure gaming network of claim 23, wherein said applications systemcomprises at least one software application supporting a game broadcastmanagement system.
 25. The electronic adventure gaming network of claim23, wherein said applications system comprises at least one softwareapplication supporting player registration and authentication system.26. The electronic adventure gaming network of claim 23, wherein saidapplications system comprises at least one software applicationsupporting an email system.
 27. The electronic adventure gaming networkof claim 23, wherein said applications system comprises at least onesoftware application supporting an advertising system.
 28. Theelectronic adventure gaming network of claim 23, wherein saidapplications system comprises at least one software applicationsupporting an advertising system.
 29. The electronic adventure gamingnetwork of claim 23, wherein said applications system comprises at leastone software application supporting a puzzling system.
 30. Theelectronic adventure gaming network of claim 23, wherein saidapplications system comprises at least one software applicationsupporting a website system.
 31. The electronic adventure gaming networkof claim 23, wherein said applications system comprises at least onesoftware application supporting a contest management system.
 32. Theelectronic adventure gaming network of claim 23, wherein saidapplications system comprises at least one software applicationsupporting a payment management system, a player tracking system. 33.The electronic adventure gaming network of claim 23, wherein saidapplications system comprises at least one software applicationsupporting a payment management system, a player tracking system.
 34. Acomputer readable magnet medium comprising an electronic adventuregaming system, comprising: computer readable instructions for hosting anelectronic adventure game on a server system, said server systemassociated with a communications network and accessible by a player viasaid communications network; computer readable instructions foroperating a website in association with said server system forcommunicating with a player using a plurality of media forms; computerreadable instructions for associating an applications system with theelectronic adventure gaming system; computer readable instructions forassociating a database system with said website, applications, and saidserver system for communicating and storing individual identityinformation relating to the player and game information relating to saidelectronic adventure game; computer readable instructions forassociating a character with said electronic adventure game forcommunicating with the player and inviting the player to participate inan adventure, said character appearing to communicate personally anddirectly with the player using said plurality of media forms; computerreadable instructions for presenting a puzzle for the character and theplayer to cooperate with one another to derive a solution to saidpuzzle; computer readable instructions for associating an alphanumericanswer key with said puzzle representing the solution for said puzzleand the result of said character and the player cooperating with oneanother; computer readable instructions for associating the derivationof a plurality of clues for said alphanumeric answer key; computerreadable instructions for assisting with the delivery of a plurality ofmessages using at least a subset of said plurality of media forms andrelating to said clues for permitting said character and the player todetermine said clues and, thereby, derive said alphanumeric answer key;and computer readable instructions associated with the player providingsaid alphanumeric answer key to said server system, said input meanrecording the date and time of said server system receiving saidalphanumeric answer key and associating said received alphanumericanswer key uniquely with the player's identity information.
 35. Anelectronic adventure gaming system, comprising: a server system forhosting an electronic game, said server system associated with acommunications network and accessible by a player via saidcommunications network; a website associated with said server system forinterfacing with a player using a plurality of media forms; anapplications system associated with the electronic gaming system; adatabase system associated with said website, applications and saidserver system for communicating with said player and storing player andgame information relating to said electronic game; a host, guide, avataror assistant of said electronic game for communicating with andassisting or directing said player via a plurality of media forms; anelectronic game segment or round presented by the host, guide, avatar orassistant to solve by the player; input means for the player to provideanswers to said server system for the electronic game segment or round;and a plurality of rewards awarded to the player for successfullycompleting a segment or round of the electronic game.
 36. The system ofclaim 35, wherein a plurality of clues for deriving an answer for anelectronic game segment or round is provided to the player.
 37. TheSystem of claim 35, wherein said input means forwards the player'sanswers which are dated and time stamped and stored in the serversystem.
 38. The System of claim 35, wherein the server system providesthe player with the capability of inviting a plurality of players toassistant the player in solving the segment or round.
 39. The System ofclaim 38, wherein the assisting players share in any prize award to theplayer by the server system for successfully completing a segment orround or the electronic game.
 40. The system of claim 35, wherein saidapplications system comprises at least one software applicationsupporting a game broadcast management system.
 41. The system of claim35, wherein said applications system comprises at least one softwareapplication supporting player registration and authentication system.